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Re: Fpse for Android Discussion/Feedback

Posted: Sat Nov 09, 2013 2:38 pm
by schtruck
somes good news, i'm preparing the next version of FPse with these changes, expect a release within next 48 hours.

FPse 0.11.116:
- Fixed timing which fix the gamepad sticky problem with the famous Silent bomber game. (i recommend highly this game, especially in opengl)
- Fixed Android 4.3 external storage detection problem.
- Optimized another time opengl plugin, get about 10 to 15% boost, all GPU should run FPse faster in opengl mode.
- Added Low latency plugin to plugins package and you can now switch to it from the cover context menu and Audio submenu then restart FPse.
- Changed plugin loading system , if no file fpseplugins.zip is found into internal storage's root then FPse will download it

This version make FPse running on Nvidia Shield at a huge speed, so smooth... and playing Silent Bomber bomber on it is incredible.

OpenGL run much better on Qualcomm S800 now, most of all games are running full speed in opengl, only few need frameskip...

Re: Fpse for Android Discussion/Feedback

Posted: Sun Nov 10, 2013 11:03 pm
by flcl32
On my Nexus 4, all games I've played are perfect in software mode. Rival Schools has improved in speed on OpenGL but still a little slow with a couple graphical glitches (~40fps). Same for Valkyrie Profile whenever you're in the 3d world map listening to souls. Crash Bandicoot 3: Warped has improved as well in OpenGL but freezes before the first cutscene ends. Regardless, thanks for continuing work on this soon to be perfect project.

Re: Fpse for Android Discussion/Feedback

Posted: Tue Nov 12, 2013 4:10 pm
by brujo5
what happends whit the new update?

Re: Fpse for Android Discussion/Feedback

Posted: Thu Nov 14, 2013 2:42 am
by schtruck
i just pushed it as beta tester, here are changes:

- Fixed timing which fix the gamepad sticky problem with the famous Silent bomber game.
- Fixed Android 4.3 external storage detection problem.
- Fixed OpenGL and full scene antialiasing, much better if you use texture filtering.
- Optimized another time opengl plugin, get about 10 to 15% boost, all GPU should run FPse faster in opengl mode.
- Added Low latency plugin to plugins package and you can now switch to it from the cover context menu and Audio submenu then restart FPse.
- Changed plugin loading system , if no file fpseplugins.zip is found into internal storage's root then FPse will download it

plugins package can be downloaded manualy at: http://www.fpsece.net/plugins211.zip


If you aren't beta tester and want to try it , let me know by email

Re: Fpse for Android Discussion/Feedback

Posted: Mon Nov 18, 2013 4:18 pm
by psxxx
Is there a chance of Fpse fully supporting the PS4 controller in future updates?

Re: Fpse for Android Discussion/Feedback

Posted: Mon Nov 18, 2013 5:13 pm
by schtruck
ok here is the last changes for FPse 0.11.116:

- Fixed timing which fix the gamepad sticky problem with the famous Silent bomber game.
- Fixed Android 4.3 external storage detection problem.
- Fixed OpenGL and full scene antialiasing, much better if you use texture filtering.
- Fixed Framelimiter and sound delay.
- Optimized another time opengl plugin, get about 10 to 15% boost, all GPU should run FPse faster in opengl mode.
- Added native support of gamepad vibration,set on gamepad menu and check your sixasis...
- Added Low latency plugin to plugins package and you can now switch to it from the cover context menu and Audio submenu then restart FPse.
- Changed plugin loading system , if no file fpseplugins.zip is found into internal storage's root then FPse will download it

SO the big news is no more delay with sound and video... Resident evil series , Parasite eve etc... no more delay in sound.

The frame limiter is fixed too, this make emulation much smoother, as well as frameskip.

Added new steps 45 and 55 for Frame limiter tunning for opengl. reported to have much smoother game with frameskipping.

I prepare something to be released within 24 hours to the market!

Re: Fpse for Android Discussion/Feedback

Posted: Tue Nov 19, 2013 9:41 am
by crualfoxhound
I can confirm that the new update. Fixes greatly the opengl performance with new framelimiter and frame skip.

Cos my device pushes a extra 1-3 fps above the native limit.
Eg 60fps can jump to 62-64fps aswell as 50fps game jumps to 51-53fps.
The framelimiter level in settings - misc menu.
By either selecting 45fps for pal or 55fps for ntsc game
Give a much smoother experience while keeping the sound and music emulation in perfect conjunction with frame skip enabled

Re: Fpse for Android Discussion/Feedback

Posted: Tue Nov 19, 2013 5:14 pm
by schtruck
just pushed FPse 0.11.116 to the Market:

- Fixed timing which fix the gamepad sticky problem with the famous Silent bomber game.
- Fixed Android 4.3 external storage detection problem.
- Fixed OpenGL and full scene antialiasing, much better if you use texture filtering.
- Fixed Framelimiter and sound delay.
- Optimized another time opengl plugin, get about 10 to 15% boost, all GPU should run FPse faster in opengl mode.
- Added native support of gamepad vibration,set on gamepad menu and check your sixasis...
- Added Low latency plugin to plugins package and you can now switch to it from the cover context menu and Audio submenu then restart FPse.
- Changed plugin loading system , if no file fpseplugins.zip is found into internal storage's root then FPse will download it

As it was said, FPse include now more Values into Framelimiter tunning option from MISC menu and OpenGL. you can obtain a much smoother result using frameskiping by choosing the good value... it's recommended to print FPS then work with those values.

FPse has never been to fast and so smooth! I have checked it on a old Galaxy ACE 1 and it's very playable now. on my Xperia Play i can play very well in OpenGL mode any game.

Thanks to report your feeling about it and if you still like it , don't forget to update your comment on Google Play.

If you Find any regression, thanks to report here too.

Re: Fpse for Android Discussion/Feedback

Posted: Tue Nov 19, 2013 7:23 pm
by Carter07
Great work, thanks! :)
I confirm that Opengl is faster on my LG L9 (omap 4430 1ghz), now I get about 40fps in Crash Bash, a little bit more and it will run full speed.

Re: Fpse for Android Discussion/Feedback

Posted: Wed Nov 20, 2013 4:38 am
by mikian
schtruck wrote:just pushed FPse 0.11.116 to the Market:

- Fixed timing which fix the gamepad sticky problem with the famous Silent bomber game.
- Fixed Android 4.3 external storage detection problem.
- Fixed OpenGL and full scene antialiasing, much better if you use texture filtering.
- Fixed Framelimiter and sound delay.
- Optimized another time opengl plugin, get about 10 to 15% boost, all GPU should run FPse faster in opengl mode.
- Added native support of gamepad vibration,set on gamepad menu and check your sixasis...
- Added Low latency plugin to plugins package and you can now switch to it from the cover context menu and Audio submenu then restart FPse.
- Changed plugin loading system , if no file fpseplugins.zip is found into internal storage's root then FPse will download it

As it was said, FPse include now more Values into Framelimiter tunning option from MISC menu and OpenGL. you can obtain a much smoother result using frameskiping by choosing the good value... it's recommended to print FPS then work with those values.

FPse has never been to fast and so smooth! I have checked it on a old Galaxy ACE 1 and it's very playable now. on my Xperia Play i can play very well in OpenGL mode any game.

Thanks to report your feeling about it and if you still like it , don't forget to update your comment on Google Play.

If you Find any regression, thanks to report here too.

im really happy to hear that :D im still using an old galaxy ace and i was stuck using the 11.82 version because of the problems with the frameskip-limiter emulation, and now i can say that is working way better than before ^^! thank you very much for continue taking into account our old cheap devices :)